Fishing game device

ABSTRACT

Provides a fishing game device capable of sensing operation of a fishing rod imparting action to a lure, affording more realistic simulation of tugging by the fish. Comprises a fishing rod having one end of a fishing line secured to the distal end thereof and a securing end for securing the end of the fishing line to the fishing game device, there being provided on the path of the fishing line between the fishing rod and the securing end a first slide table driven in the transverse direction such that pulling force is exerted on the fishing line in the transverse direction, a sensing unit provided to the first slide table for sensing the vertical and sideways orientation of the fishing rod, a vibrating unit for imparting finely graduated movements to the fishing line, a fishing line slack take-up unit supporting in spring fashion a fishing line guide so as the keep the fishing line constantly taut, and a second slide table driven in the longitudinal direction such that pulling force is exerted on the fishing line in the longitudinal direction.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a fishing game device, and moreparticularly to a fishing game device that allows the user to readilyenjoy a simulated fishing experience integrated with images of fishingshown on a display unit.

2. Description of the Related Art

Game devices that allow one to experience simulations of the variouslittle pleasures of life by means of electronic devices, such as drivinggames, combat games, Japanese chess games, surfing games, and other suchgame devices, are in widespread use. Fishing games of various designshave also been proposed.

For example, Unexamined Patent Application Kokai 2-79892 teaches asimulated fishing game device. In the technology disclosed therein, theexperience of tugging by the fish is simulated by drawing the end of afishing line onto a reel attached to a reel motor while using anorbiting arm driven by a motor to simulate sideways motion of the fish,allowing one to experience fishing indoors.

In actual fishing, particularly lure fishing, movement of the fishingpole, which imparts the desired action to the lure, is an extremelyimportant element. Tugs produced by an actual fish varymultidirectionally in timing. Selection of the proper lure for thefishing location also has considerable impact on the fishing outcome.Accordingly, it is important for a fishing game to allow the player tovary the lure in accordance with the fishing location environment.

Thus, any game device having a lure fishing theme must be capable ofsensing manipulation of the fishing pole with the intent of impartingaction to the lure so that more realistic fish behavior can besimulated. The fishing simulator device taught in Unexamined PatentApplication Kokai 2-79892, however, employs only two servo motors tosimulate tugging by the fish.

Another important element of actual fishing is the subtle motionproduced by the fish nibbling on the bait before it actually becomescaught on the hook. The reel motor taught in the aforementionedpublication, however, simply places load on the fishing line.

Since the fishing device will be used by some large unspecified numberof players, the device should have simplicity of design and ease ofmaintenance.

The simulated fishing device taught in the aforementioned publicationcannot reproduce the subtle motion produced by the fish nibbling on thebait, simulated pulling by the fish becomes rather monotonous. Pullingby the fish is simulated by attaching to a drum a line that is notconnected to the fishing rod and then turning the drum, and thus whenthe line becomes slack around the outside of the drum it can becomeentangled, possibly causing the line to break.

Nor does the aforementioned publication teach selection of bait, lure,or other elements, and accordingly lacks the interest of real lurefishing. Game development in the conventional fishing device progressesin substantially unvarying fashion, allowing the player to anticipatethe size and location of the fish after playing the game a few times.The motivation to catch ever larger fish is thus lost, so that theplayer loses interest in the fishing game machine.

SUMMARY OF THE INVENTION

Accordingly, it is an object of the present invention to provide afishing game device that gives the player an experience closelyresembling actual lure fishing, and that has a simple designaccommodating use by a large unspecified number of players.

It is a further object to provide a fishing game device that allows theplayer to make proper selection of the lure for the fishing location,and that provides to the player an experience which closely resemblesthe actual fishing experience, in which fish migrate in response to winddirection and water temperature at real-world fishing locations and inwhich fish that are not caught grow over time to become bigger fish.

According to the present invention, the aforementioned objects areachieved through the following means.

Specifically the first composition of a game fishing device according tothe present invention comprises a fishing rod having one end of afishing line secured to the distal end thereof, a securing end securingthe other end of the fishing line, a first drive mechanism for impartingtransverse pulling force to the fishing line along the path of thefishing line between the fishing rod and the securing end, and a seconddrive mechanism for imparting longitudinal pulling force to the fishingline along the path of the fishing line between the fishing rod and thesecuring end.

The side to side movement of the first drive mechanism and the back andforth movement of the second drive mechanism impart to fishing rodhaving the fishing line secured to the distal end thereof fish pullingforce that moves side to side and back and forth.

The second composition of a game fishing device according to the presentinvention, in addition to the first composition, further comprises avibrating unit for imparting finely graduated motion to the fishing linealong the path of the fishing line between the first drive mechanism andthe securing end, and a slack uptake unit for taking up slack in thefishing line.

Accordingly, small vibrating motions are imparted to the fishing line bythe vibrating unit for imparting finely graduated motion to the fishingline, providing a sensation which closely approximates the real fishingexperience. The slack uptake unit keeps the fishing line constantly tautwith respect to the fishing rod, affording the player the simulatedexperience of manipulating a lure.

The first and second drive mechanisms of the present invention areprovided with a slide table capable of moving in the direction in whichforce will be applied to the fishing line, and with a slide rail forregulating the direction of motion of the slide table. Thus, the drivemechanism that produces the fish tugging simulation moves in linearfashion, reducing the incidence of line tangling compared to therotating drum design of the prior art.

The third composition of a game fishing device according to the presentinvention further comprises a sensing unit provided to the sliding tableof the first drive mechanism for sensing the vertical and sidewaysorientation of the fishing rod. Since the fishing rod position can besensed by the game device unit, the fishing rod can be made lighter.

The design of the sensing unit specifically comprises a sliding platefurnished with a hole in the center thereof through which the fishingline passes, and a sensor disposed in proximity to the slide plate forsensing the direction and/or the amount of motion of the slide plate.

Accordingly, fishing line position and fishing pole orientation can bedetermined through slide plate motion sensed by the sensor.

This composition allows both vertical and sideways motion to be sensedusing a single sensing unit, affording simplicity of design and ease ofadjustment. Since motion detection takes place at the location on theunit closest to the fishing rod, subtle movements of the fishing rod canbe detected.

The slide table of the second drive mechanism comprises a pivotedrotating member, a fishing line guide attached to the other end of therotating member and engaging the fishing line, and a spring memberattached to the rotating member for imparting restoring force inopposition to tugs on the fishing line. Thus, snapping of the fishingpole and breaking of the fishing line are prevented in the event thatthe fishing rod is vigorously swung about.

The rotating member can be secured to the cabinet. This allows the slidetable to be made lighter and affords a simple design, improving responsecharacteristics.

The aforementioned vibrating unit specifically comprises two fishingline guides which engage the fishing line, an eccentric roller whoseside face contacts the fishing line stretched between the two fishingline guides, and a motor for turning the eccentric roller. This makes itpossible to produce subtle movements simulating nibbling at the baitedhook by the fish prior to becoming caught on the hook.

By changing the speed of rotation of the eccentric roller, the frequencyof vibration imparted to the fishing line by the vibrating unit can bealtered. By controlling the intensity and frequency of vibration appliedto the fishing line, it is possible to simulate the resistance producedby fish of different sizes and to simulate different numbers of fishnibbling on the bait.

The vibrating unit can modify the stroke of fishing line motion bymoving the eccentric roller from side to side, making possiblesimulation of the fish taking the bait and pulling on the line, orsimply nibbling at the bait.

The vibrating unit can also modify the stroke of fishing line motion bymoving from side to side the fishing line guide through which thefishing line is passed. Thus, the effects described above may berealized through a simple structure in which the fishing line guide aresimply moved from side to side.

The vibrating unit can also modify the stroke of fishing line motion bymoving one or two fishing line guides towards and away from theeccentric roller. According to this invention, the length of the fishingline drawn in by the eccentric roller and the acceleration of fishingline movement can be varied, allowing vibration to be modified accordingto numerous variations.

The aforementioned slack uptake unit comprises stationary first andsecond fishing line guides, and a movable third fishing line guide forguiding the fishing line along the path of the fishing line suspendedbetween the first and second fishing line guides. Slack in the fishingline can be taken up through the constant application of pulling forceto the fishing line by the movably supported fishing line guide.

In lure fishing, the fishing rod is moved incrementally to impart actionto the lure; in the design described here the fishing line is maintainedconstantly taut in response to movement of the fishing rod, providing amore realistic simulation of the experience of manipulating a lure.

The composition of the slack uptake unit specifically comprises arotating element having the third fishing line guide attached to one endthereof and being pivoted at the other end, and a spring member attachedto the rotating member for imparting restoring force to the springmember in opposition to pulling force exerted on the fishing line. Thefishing line is kept constantly taut by the spring member, allowingslacking in the fishing line to be taken up.

Providing the spindle of the rotating member with an encoder or volumeallows the slack uptake unit to ascertain through displacement thereofthe amount of motion of the fishing rod.

An alternative composition of the slack uptake unit comprises a slidetable, movable in the direction in which pulling force is applied to thefishing line, on which the third fishing line guide is mounted, a sliderail for limiting the direction of motion of the slide table, and an aspring member attached to the slide table for imparting restoring forceto the slide table in opposition to pulling force exerted on the fishingline.

This design allows slack in the fishing line to be taken up in themanner described above, and since the component is similar to the slidetables of the first and second drive mechanisms, parts can be madeinterchangeable and maintenance can be facilitated.

According to the invention disclosed herein, the first drive mechanism,which applies pulling force to the fishing line in the transversedirection, can be optionally omitted. In this case, the sensing unitwill be stationary and it will not be possible to simulate pulling bythe fish in the transverse direction, but this is compensated for bygreatly simplified structure and greater ease of maintenance.

In another aspect, the fishing game device of the present inventionprovides a fishing game device comprising a display unit, a control unitfor converting into two-dimensional coordinates data for objects havingthree-dimensional coordinates in a three-dimensional virtual space andcontrolling the display of images of these objects on the display unit,and a simulated fishing rod manipulated by the player, wherein images ofthe objects shown on the display are updated in response to movements ofthe simulated fishing rod, further comprising a sensing element forsensing movements of the simulated fishing rod manipulated by theplayer, wherein the control unit establishes a camera viewpoint on thebasis of a specific relationship to the coordinates of the object in athree-dimensional coordinate system and controls the display unit so asto display image data produced through projection of the object, asviewed from the camera viewpoint, onto a two-dimensional plane, andwherein the object coordinates and camera viewpoint coordinatesmaintained in a specific relationship to the object coordinates areupdated in response to movements of the simulated fishing rod sensed bythe sensing element.

Accordingly, fish movement during the game can be controlled throughdetection of subtle movements of the fishing rod manipulated by theplayer, fish data stored in a memory component or the like within thedevice can be varied with time, and the camera viewpoint from whichimages of the lure and the like shown on the display unit are viewed canbe altered in response to movements of the fishing rod sensed by thesensing element, giving the player an experience which closelyapproximates actual lure fishing.

Other features and objects of the present invention will become apparentfrom the following description of the preferred embodiments referring tothe accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a simplified structural diagram of an embodiment of thepresent invention in its entirety;

FIG. 2 is a simplified structural diagram of the transverse mechanism ofthe embodiment of FIG. 1;

FIG. 3 is a simplified structural diagram of the sensing unit of theembodiment of FIG. 1;

FIG. 4 is an alternative simplified structural diagram of the sensingunit of the embodiment of FIG. 1;

FIG. 5 is a simplified structural diagram of the vibrating unit of theembodiment of FIG. 1;

FIGS. 6A through 6C are simplified structural diagrams depictingexamples of practice of the vibrating unit of the embodiment of FIG. 1;

FIG. 7 is a simplified structural diagram of the slack uptake unit ofthe embodiment of FIG. 1;

FIG. 8 is a simplified structural diagram depicting an example ofpractice of the slack uptake unit of the embodiment of FIG. 1;

FIG. 9 is a simplified structural diagram of the longitudinal mechanismof the embodiment of FIG. 1;

FIG. 10 is an alternative simplified structural diagram of thelongitudinal mechanism of the embodiment of FIG. 1;

FIG. 11 is an example of the sensing unit secured to the cabinet in theembodiment of FIG. 1;

FIG. 12 is an exterior perspective view of the embodiment of FIG. 1;

FIG. 13 is a circuit block diagram of an embodiment of the fishing gamedevice of the present invention;

FIG. 14 is an illustrative diagram of the coordinate system of theembodiment of FIG. 13;

FIG. 15 is an operation flow chart for an example game in an embodimentof the fishing game device of the present invention;

FIG. 16 depicts a map and stage selection screen in an embodiment of thepresent invention;

FIGS. 17A and 17B depict casting point setting screens in an embodimentof the present invention;

FIGS. 18A and 18B are illustrative diagrams of fish locations within astage in an embodiment of the present invention;

FIG. 19 is a retrieve screen in an embodiment of the present invention;

FIGS. 20A through 20D are illustrative diagrams of fish activity in anembodiment of the present invention;

FIG. 21 is an illustrative diagram of fish attribute parameters in anembodiment of the present invention;

FIGS. 22A and 22B are illustrative diagrams showing relationships amonglure action, activity values, and bite flags in an embodiment of thepresent invention;

FIGS. 23A through 23C are fight screens in an embodiment of the presentinvention;

FIGS. 24A through 24C are illustrative diagrams of camera shot layoutfor a boat running at full speed in an embodiment of the presentinvention;

FIGS. 25A through 25C are illustrative diagrams of camera shot layoutfor boat arrival in an embodiment of the present invention;

FIGS. 26A and 26B are illustrative diagrams of camera shot layout forboat rocking in an embodiment of the present invention;

FIGS. 27A through 27C are illustrative diagrams of conventional camerashot layout for avoiding obstacles in the water during retrieval in anembodiment of the present invention;

FIGS. 28A through 28C are illustrative diagrams of camera shot layout inthis embodiment for avoiding obstacles in the water during retrieval inan embodiment of the present invention;

FIGS. 29A through 29C are illustrative diagrams of the line of sightfrom the camera to the lure colliding with an obstacle in an embodimentof the present invention;

FIGS. 30A and 30B are illustrative diagrams portraying lure shadow onthe water surface when the water surface is viewed from underwater in anembodiment of the present invention;

FIGS. 31A through 31C are illustrative diagrams of camera shot layoutwhen the fish is located this side of lure during retrieval in anembodiment of the present invention;

FIGS. 32A through 32C are illustrative diagrams of camera shot layoutwhen the fish is located on the far side of lure during retrieval in anembodiment of the present invention;

FIGS. 33A through 33C are illustrative diagrams of a method forrepresenting fish movement through control of camera angle;

FIGS. 34A and 34B are illustrative diagrams of a method for representingrapid fish movement through camera shot layout;

FIGS. 35A through 35C are illustrative diagrams of camera shot layoutfor the moment that the fish bites in an embodiment of the presentinvention; and

FIGS. 36A and 36B are illustrative diagrams of camera shot layout forgill washing in an embodiment of the present invention.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

Embodiments of the present invention will be described below referringto the accompanying drawings. Identical or similar elements in thedrawings have been assigned identical reference numbers and symbols. Theembodiments described here should not be construed to limit thetechnological scope of the invention.

Embodiments of fishing game devices in accordance with the presentinvention are of the type intended for installation in game arcades andthe like, and comprise a monitor device for displaying images of fishingand a cabinet for accommodating the control boards that control thewhole fishing game. First, a description of the mechanical components ofembodiments of the present invention will be provided.

FIG. 1 is a simplified structural diagram of an embodiment of thepresent invention in its entirety. The fishing rod 1 is not affixed tothe game device, allowing it to be freely manipulated by the player in amanner similar to actual fishing. A fishing line 2 is secured to thedistal end of the fishing rod 1, the fishing line 2 being inserted intoa sensing unit 20 that will be described shortly. A transverse mechanism10-20 simulates transverse movement by the fish. A slide table 11 isdriven along a slide rail 10 by a motor 12.

A sensing unit 20 capable of sensing the vertical and sidewaysorientation of the fishing rod 1 is mounted on the first sliding table1.

A vibrating unit 30-33 provides fine incremental motion to the fishingline 2. An eccentric roller 30 contacts the fishing line 2 stretchedbetween fishing line guides 31 and 32, the eccentric roller 30 beingdriven by a motor 33. This will be discussed in greater detail shortly.

Fishing line guides 3-5 deflect the path of the fishing line 2. A slackuptake unit 40-45 is secured in a manner described in detail shortly.Between fishing line guides 44 and 45 there is provided a fishing lineguide 43 for imparting pulling force to the fishing line 2. The fishingline guide 43 is secured to one end of a bar element 40 movablysupported at the other end thereof about a fulcrum 41 and urged byspring force provided by a spring 42.

Also provided is a longitudinal mechanism 50-54, described in detaillater, for simulating longitudinal movement by the fish. The mechanismcomprises a second slide table 51 driven along a second slide rail 50 bymeans of a motor 54, and a roller member 52 attached to the second slidetable 51 for dissipating strong tugs on the fishing line 2. A fishingline guide 53 is secured to the roller member 52, and the end of thefishing line 2 tied to a securing component 6 located on the device.

For a fishing game device, particularly a fishing game with a lurefishing theme, it is important that manipulation of the fishing rod toproduce lure action be sensed rapidly in order that reproduction ofpulling by the fish can be made more realistic.

In the fishing game device of the present invention, the position of thefishing rod 1 is readily sensed by the sensing unit 20, allowingvertical and sideways motion of a fish to be simulated by means of thetransverse and longitudinal mechanisms. The subtle vibration imparted tothe fishing line 2 by the vibrating unit 30 conveys to the handsgrasping the fishing rod a sensation similar to the resistanceencountered with a swimming fish. The fishing line 2 is kept constantlytaut with respect to the fishing rod 1 by means of the slack uptake unit40, providing a more realistic sensation of manipulating lure movement.

FIG. 2 is a simplified structural diagram of the transverse mechanism.The first slide table 11 is movably mounted on a first slide rail 10 andis driven in the transverse direction through the agency of a belt 13 bymeans of a motor 12 attached to the end of the slide rail 10. The firstslide table 11 has mounted thereon a sensing unit 20, described indetail shortly. The fishing line 2 enters the sensing unit 20 through ahole 25 on the front face thereof and emerges from a hole 26 located onthe bottom face thereof. The transverse mechanism is capable ofsimulating motion of a fish in the transverse direction. While thepresent embodiment describes a motor belt drive employed as the drivemechanism, a ball-screw drive, linear motor drive, or an air mechanismemploying a rodless cylinder would also be possible.

FIG. 3 is a simplified structural diagram of the sensing unit. Thedirection of motion of a slide plate 21 is limited to vertical andsideways motion with reference to the sensing unit 20 by means notdepicted in the figure. In the central portion of the slide plate 21there is provided a hole 28 of a diameter slightly larger than thediameter of the fishing line 2. Thus, the fishing line 2 can pass freelythrough the slide plate 21. A fishing line guide A23 and a fishing lineguide B24 are arranged at the front and back of the slide plate 21, withthe fishing line guide B24 located on the side facing the fishing rod 1grasped by the player. Fishing line guide A23 and a fishing line guideB24 are fastened securely to the sensing unit.

Fishing line guide B24 has a square shape allowing the fishing line 2 tomove vertically and sideways. The size thereof is selected withreference to the scope of vertical and sideways motion of the fishingrod 1 and the distance from the fishing rod 1 to the sensing unit 20.Fishing line guide A23, on the other hand, has a hole with a diameterslightly larger than the diameter of the fishing line 2 so that thefishing line 2 can pass freely through it. Thus, when the player swingsthe fishing rod 1 to the right, the fishing line 2 moves to the rightside of the fishing line guide B24, causing the slide palter 21 to moveto the right.

Position sensors 22 a are arranged above and below and to the sides ofthe slide plate 21; by sensing the motion of the slide plate 21, theposition of the fishing line 2 and the orientation of the fishing rod 1can be ascertained.

By means of the sensing unit 20 according to the present invention,vertical and sideways motion can be detected by means of a simple slideplate 21, affording a simple mechanism and easy maintenance. Theposition sensors 22 a may comprise optical position sensors or the like,as shown in FIG. 3.

Microswitches 22 b can also be used as the position sensors 22 a, asshown in FIG. 4. In this design the slide plate 21 is centered by themicroswitches 22 b themselves, providing an even more simple sensingunit mechanism.

FIG. 5 is a simplified structural diagram of the vibrating unit. Thefishing line 2 passing between fishing line guides 31 and 32 secured tothe fishing game device is maintained in a taut state by theaforementioned longitudinal mechanism. The eccentric roller 30 has arod-shaped projection 34 that contacts the fishing line 2, and is turnedby a motor 33.

Thus, by turning the eccentric roller 30, the fishing line 2 can be madeto move incrementally in the vertical direction. This motion, whentransmitted to the fishing rod 1, provides an experience similar to thesensation of hooking a fish.

In this design, variation can be introduced into the vibration mode byvarying the speed of rotation of the motor 33. This allows forsimulation of differences in resistance by fish of different sizes, andof the sensation of a “bite” as the fish takes the bait.

FIGS. 6A through 6C depict examples of practice of the vibrating unit.In the design shown in FIG. 6A, the eccentric roller 30 is movedsideways by a motor or solenoid (not shown), allowing the stroke ofmotion of the fishing line 2 to be varied. Specifically, by establishingsmall sideways displacement for the eccentric roller 30 so that therod-shaped projection 34 of the eccentric roller 30 contacts the fishingline 2 exclusively at the point closest to the fishing line 2, a shortstroke of motion of the fishing line 2 can be produced. Conversely, bymoving the eccentric roller 30 to the left so that the rod-shapedprojection 34 contacts the fishing line 2 over most angles duringrotation of the eccentric roller 30, a long stroke of motion of thefishing line 2 can be produced.

This makes it possible to control the intensity of sensation transmittedto the hands grasping the fishing rod, creating the impression of fishof different sizes taking the bait or simulating the sensation producedby the lure hitting an obstacle.

In FIG. 6B, the position of the eccentric roller 30 is stationary, whilefishing line guides 31 and 32 move sideways. The effect is analogous tothat described above.

In FIG. 6C, the position of the eccentric roller 30 is stationary, whileone or both of the fishing line guides 31 and 32 move closer to or awayfrom the eccentric roller 30. This allows the stroke of motion of thefishing line to be varied, producing a effect analogous to thatdescribed above.

FIG. 7 is a simplified structural diagram of the slack uptake unit. Itcomprises stationary fishing line guides 44 and 45 and a bar-shapedelement 40, one of which is movable about a fulcrum 41 and the other endof which has a fishing line guide 43 secured thereto. The bar-shapedelement 40 is supported at its center by a spring 42 or similar springelement. As shown in the drawing, the fishing line 2 is threaded throughthe fishing line guides 43, 44, and 45 and is thus constantly maintainedin a taut state.

In lure fishing, the fishing rod 1 is moved incrementally to impartaction to the lure. In the fishing game device according to the presentinvention, the fishing line 2 is maintained constantly taut in responseto movement of the fishing rod 1, thereby allowing slight movements ofthe lure to be transmitted to the hands grasping the fishing rod 1 andproviding a more realistic simulation of the experience of manipulatinga lure.

By providing the fulcrum 41 with an encoder or volume, the amount ofmotion of the fishing rod 1 can be ascertained through the displacementthereof.

FIG. 8 depicts another specific example of the slack uptake unit.Positional relationships of the fishing line guides 43, 44, and 45 areanalogous to those in the example of FIG. 7. A third slide table 47 isarranged movably along a third slide rail 46, and the fishing line guide43 is secured to the third slide table 47. Since the third slide table47 is linked to a spring element such as a spring 48, the fishing line 2is constantly maintained in a taut state.

This linear design provides effects analogous to those of the example ofFIG. 7. By using as the slide rail 46 and the slide table 47 parts thatare interchangeable with those of the longitudinal mechanism, themechanism can be simplified and maintenance can be facilitated.

FIG. 9 is a simplified structural diagram of the longitudinal mechanism.A second slide table 51 is driven along a second slide rail 50 by amotor 54. The second slide table 51 has a roller member 52 that isrotatably attached thereto about a fulcrum 56 and that is urged againstthe second slide table by a spring 55 or other spring element. A fishingline guide 53 is attached to one end of the roller member 52. Thefishing line 2 is threaded around the fishing line guide 53 and is thensecured to the securing component 6 of the fishing game device.

The longitudinal mechanism employs a direct drive system analogous tothat of the transverse mechanism and is capable of simulating tugging bya fish. The roller member 52 around which the fishing line 2 is threadedis urged against the second slide table 51 by a spring 55, but willrotate about the fulcrum 56 when tensile force exceeding the springforce of the spring 55 is applied. This prevents snapping of the fishingrod 1 when swung vigorously or breaking of the fishing line 2.

FIG. 10 depicts an embodiment in which the roller member 52 is securedto the cabinet wall 58. In this design, the roller member 52 functionsanalogously to the design depicted in FIG. 9. The slide table 51, whichbears the fishing line guide 53, is lightweight and is of simpleconstruction, improving the response to fish pulling force.

FIG. 11 depicts an embodiment of the invention wherein the sensing unit20 is affixed to the cabinet of the fishing game device. In this design,pulling by the fish in the transverse direction cannot be simulated, butthe simpler mechanism affords easier adjustment and maintenance.

The control operation employed in an embodiment of a fishing game deviceof the present invention that including the structural elements depictedin FIGS. 1 through 11 will be described referring to FIGS. 12 through36. FIGS. 1 through 11 will be referred to where necessary.

FIG. 12 is an exterior perspective view of a fishing game device 60pertaining to an embodiment of the present invention. A fishing line 2secured to the distal end of a fishing rod 1 is passed through a sensingunit 20 provided to the cabinet 64 (see FIG. 1), with motion simulatingpulling force by a fish being applied thereto by the aforementionedtransverse mechanism 10 and longitudinal mechanism 50. A dummy fishingline extends between the distal end of the fishing rod 1 and the reel 61to give the player the visual impression that the fishing line 2 can bereeled in by turning the reel 61.

The fishing rod 1 and the cabinet 65 are connected by a cable 62 fortransmitting signals indicating the number of turns of the reel 61 andsignals for applying resistance to the reel 61 to simulate that a fishhas been caught. The cabinet 65 is also provided with a coin slot 63.The fishing game begins when a player inserts a coin through the coinslot 63. To play the fishing game, the player operated the fishing rod 1and the reel 61 while viewing a projection television 65.

FIG. 13 is a control block diagram of an embodiment of the fishing gamedevice of the present invention. The alternating current from analternating current power source 70 is converted to direct currentvoltage by a power supply 71 and delivered to the various components.

In the present embodiment, a CPU 72, RAM 73, ROM 74, image processor 75,sound processor 76, and I/O 79 80 and 81 are connected via a bus 90enabling them to send and receive signals in both directions. The imageprocessor 75 is connected to the projection television 65, and the soundprocessor 76 is connected to speakers 77.

To the I/O interface circuit 79 is connected the cabinet 65, which isequipped with the coin insertion slot and setting buttons for settingthe level of game difficulty, for example. To the I/O interface circuit80 are connected a reel encoder 82 for sensing winding rotation by thereel 61, a powder clutch 83 for regulating the winding torque of thereel 61, a cross-shaped key 84 for moving the cursor on the game screen,and a reel controller 86 for exchanging signals with game lure inputbutton 85 and the like.

To the I/O interface circuit 81 are connected a transverse mechanism 10equipped with a motor 12 and sensing unit 20 for sensing motion of theaforementioned fishing line 2; a vibrating unit 30 equipped with a motor33 and sensor 87 for sensing the zero-position of the eccentric roller;a slack take-up unit 40 equipped with a volume 88 for regulating thetension of the fishing line 2; and a longitudinal mechanism 50 equippedwith a motor 54 and a limit position sensor 89 for the slide table.

ROM 74 stores the game program, data for characters appearing in thegame, system programs for the device, initialization data, and the like.The control means, here the CPU 72, refers to the game program stored inROM 74 and to signals from the reel controller 86, transverse mechanism10, and other components input through the I/O interface circuits 80,81, and so on to execute and control the fishing game program for theentire fishing game device.

RAM 73 stores data computed by the CPU 72 as needed. Ranking dataindicating the weight of fish caught by players and the like is storedin a backed up area of RAM 73.

The image processor 75 performs projection conversion on data, such asposition coordinates for game characters in the virtualthree-dimensional game space which has been processed by the CPU 72, totransform it into screen coordinates for display on the projectiontelevision 65. The sound processor 76 uses data stored in an externalmemory 78 or the like to synthesize signals for game music, soundeffects, and so on synchronized with execution of the program by the CPU72. Music and other such sounds are output through the speakers 77.

FIG. 14 is an illustrative diagram of the coordinate system of anembodiment of the present invention. The virtual three-dimensional gamespace is represented by world coordinates (Xw, Yw, Zw). Objects such asa boat 105, fisherman 212, lure 142, fish 143, and the like move aboutfreely within these world coordinates. Polygon data and positioncoordinate data within the world coordinate system for these objects isstored in ROM 74, for example. As it executes the game, the CPU 72 callsthe position coordinate data and the like and processes this datatogether with motion data for the fishing line 2 sensed by the sensingunit 20, for example, and updates movement of the objects through thelake 101 and background scenery of the world coordinate system.

In order to display objects within the world coordinate system on thescreen of the projection television 65, position coordinates for thelure 142, fish 143, and other objects within the world coordinate systemare converted to viewpoint coordinates (Xv, Yv, Zv) having as the originthe viewpoint of a camera 201. Processes such as clipping are executedwith reference to the orientation of the line of sight and the field ofview from the camera 201, and projection conversion to producetwo-dimensional screen coordinates (Xs, Ys) are performed. The imagecreated through projection conversion into screen coordinates isdisplayed on the projection television 65 screen.

FIG. 15 is an operation flow chart for a fishing game in an embodimentof the present invention. The control flow for game execution will bedescribed referring to this flow chart, taking the example of fishingfor black bass. In the following description, the operation flowdepicted in FIG. 15 is assumed to be accomplished through execution,under to control of the CPU 72 that constitutes the control means, of agame program stored in ROM 74, this process also reflecting inputsignals input through player control.

First, a coin is inserted in the coin slot 63 provided to the cabinetdepicted in FIG. 12, and a setting button is used to set the degree ofdifficulty of the game, whereupon the game begins and an initial screenis shown on the projection television 65 (STEP S1).

This initial screen allows the game mode to be set to beginner mode,advanced mode, or tournament mode, for example. Where beginner mode isselected, an explanation of the game, scoring, and the like aredisplayed on the screen.

Next, a map and a stage select screen are displayed (STEP S2). The mapand stage select screen comprise the display screen 100 depicted in FIG.16, for example. An area of the lake 101 or other location that is thefishing field is shown enlarged. A number of fishing location stages inthe lake 101 differing in terms of the specifics of the game are shown;in the example depicted in FIG. 16, three stages are shown, a “reed”stage 102, a “lodge” stage 103, and a “standing tree” stage 104. A boat105 is shown on the lake, and the player is depicted riding in the boatto the selected fishing location stage.

From the screen display shown in FIG. 16 the player is allowed to selectthe lure to be used in fishing for black bass. In the example depictedin FIG. 16, the choices are spinner 106, crank 107, and pencil 108. Inthe fishing game pertaining to the present embodiment of the invention,the location of the fish will change depending on wind direction overthe lake 101 and the water temperature in the lake 101; accordingly, theplayer chooses the fishing location stage where the fish are most likelyto be referring to the wind direction and water temperature shown on thescreen 100, and then selects the lure preferred by the fish that arelocated in the selected fishing location stage.

Once the player has selected the fishing location stage and the lure, ascreen showing the boat 105 sailing over the lake 101 to the selectedfishing location stage is displayed. Superimposed over the screen are amessage indicating the minimum weight in grams of the fish that must becaught in order to beat the stage, for example.

The next screen shown depicts the boat 105 slowing down as it arrives atthe fishing location stage selected by the player. At this point, thecast point for the lure is set (STEP S3). FIG. 17A depicts an example ofthe cast point setting screen 110. When the boat 105 arrives at theselected fishing location stage, the player uses the cross-shaped key 84provided to the reel 61 to move a cursor 112 in directions 111 and 113,for example, in order to select the cast point. Once this cast pointsetting screen 110 is shown, there begins a countdown over a limitedtime interval established for the particular game mode, for example. Theremaining time being shown on the screen. The cross-shaped key 84 andreel 61 are shown on the screen in FIG. 17A to facilitate operation ofthe cross-shaped key 84 and reel 61 by the player.

Referring now to FIG. 17B, fish icons 116-118 indicating that fish arepresent in the lake 101 are also shown on the cast point setting screen110, allow the player to set the cast point 115 to a location where afish is present. Once the cast point has been selected, the playerpushes a button 85 provided to the reel 61, whereupon a screen depictingthe lure being cast to the selected cast point is displayed.

Specifically, when the button 85 is depressed, this is detected by theCPU 72, which displays the screen corresponding to the game program.Subsequent processes are basically the same, with the CPU 72 executingthe fishing game program while causing any input signals resulting fromplayer control inputs to be reflected in the game program.

FIGS. 18A and 18B are illustrative diagrams of fish locations within afishing location stage in the present embodiment of the invention. Afishing location stage 120 is shown as an example in FIG. 18A; thisfishing location stage 120 is composed of lake 101 and land 121. Thefishing location stage 120 is further divided up into a plurality ofareas 122-128, with movement of any fish in an area being limited towithin that area. As mentioned earlier, the area in which fish arepresent is determined by wind direction over the lake 101 and the watertemperature, and settings are controlled such that the lure selected forfishing in a particular area is one resembling an organism eaten as foodby the fish in that area. This allows the player, through selection ofthe proper lure and the like, to enjoy an experience similar to that ofactual fishing.

This settings control is made possible by updating of fish dataperformed by the CPU 72 with reference to the parameters of winddirection over the lake 101 and water temperature.

Program settings also enable fish larger than a certain prescribed sizeto move between different fishing location stages within each game. Thiscreates variation in the fishing location stages in which big fishappear, increasing the motivation to “land the big one.” Control is alsoperformed in such a way that parameter data for individual fish isupdated so as to allow fish to grow in size during operation of the gamedevice, with the extent of growth depending on factors such as thenumber of times the fish has been hooked. By having fish that have neverbeen hooked grow to especially large size, the motivation to find a“surefire spot” where a “big one” is present is stimulated.

Data for fish that have grown to different extents depending onoperation time and the number of times the fish has been hooked, weightranking data for the fish caught by a player, and the like is stored bybeing written to RAM 73 shown in FIG. 13, for example. This allows theplayer to be presented with a new impression each time the game isplayed, causing the player to desire to play the fishing gamerepeatedly.

FIG. 18B depicts one area 129 within the fishing location stage 120.Within the area 129, a number of structures 130-132, such as rocks, arepresent and the point at which the fish 131 is present is set. Here,fish can be classified in terms of behavior into four broad types. Thefirst type of fish simply stays in place. The second type of fish swimsaround and around a single structure, while the third type of fish swimsback and forth among a plurality of structures. A fourth type of fishswims around in a wide area. Differentiating fish attributes in this wayprovides to the player the interest of deciding which type of fish totarget.

Next, a retrieve screen in which the fishing line 2 is retrieved isdisplayed (STEP S4). An example of a retrieve screen 140 is depicted inFIG. 19. The fish 143 is shown approaching the lure 143. Also shown inthe retrieve screen 140 are a small display 141 that displays a verticalcross section of the lake 101, including the fish 143 and the boat 105in which the player is riding, as well as the distance from the playerto the fish. This allows the player to grasp the overall situation inthe lake 101, further enhancing the enjoyment of fishing.

Since the direction of movement of the fishing line 2 is sensed by thesensing device described earlier, lure motion reflecting with highsensitivity the motions of the fishing rod 1 manipulated by the playercan be simulated.

FIGS. 20A through 20D are illustrative diagrams of fish parameters in anembodiment of the present invention. Fish activity is a parameterdetermining fish personality, behavior, and the like, and is modified inresponse the action of the lure manipulated by the player. Specifically,the activity value for a particular fish indicates the extent to whichthe fish will react to the lure. A fish with a high activity value willtend to react to slow lure or to a lure of any time. These parametersare defined in the game program.

In the present embodiment of the invention, fish activity is expressedas a numerical value from 0 to 100, and the fish are grouped into fiveactivity groupings, as shown in FIG. 20A. For example, a fish with anactivity value of 0 to 20 would fall into activity grouping 1.Differentiation of the extent to which fish respond to the lure by fishactivity value is shown diagrammatically in FIG. 20B. FIG. 20B showsdifferent threshold fish swimming speeds established for fish belongingto different activity groupings. Under program control, the activityvalue of a particular fish is increased where a proper lure and properlure action for that fish have been selected, and is conversely loweredwhere an improper lure and improper lure action have been selected.Thus, the activity value of a fish having a low activity value can beincreased through manipulation of lure action by the player, making thefish easier to catch.

In the present embodiment of the invention, each fish has a differentcharacter, thereby increasing the player's interest. Fish are classifiedby shape as jumbo, large, medium, and small, for example. Fishexpressions are differentiated so as to appear nervous, cautious,hungry, jittery, excited, panicked, or the like, and the motion of thedorsal fins and gills are varied in response to the expression.

From the expression and movement of a fish, a player can make a decisionas to the most appropriate lure action for catching the fish, providingenhanced enjoyment that cannot be experienced in actual fishing. Fishstatus by activity value is tabulated in FIG. 20D.

An example of fish attribute parameters in an embodiment of the presentinvention is shown in FIG. 21. Fish registered in the game are assignedfish numbers. For a fish having a fish number of 1, for example,attribute parameters such as the following could be defined as initialvalues: activity number=5; proper lures for catching=A, B; improperlure=D; proper lure action for catching=a, improper lure action forcatching=d.

This attribute parameter data is stored in ROM 74 in the game device,for example, and is called by the CPU 72 as the game proceeds. The CPU72 processes this data together with signals reflecting lure actioncaused by the player and input through the I/O interfaces 80 and 81, andoutputs the results to the image processor 75 and the sound processor76. At the same time, fish attributes are updated where theaforementioned conditions have been met.

Next, control turns to the hooking biting the lure sequence (STEP S5).The determination as to whether a fish has bitten the lure is made inthe following way. Illustrative diagrams showing relationships amonglure action, activity value, and bite flag value are given in FIGS. 22Aand 22B. The bite flag value is a parameter for deciding whether a fishhas bitten the lure; it is computed by the CPU 72 and is stored in RAM73. The bite flag value is increased or decreased with reference to thelure action produced by the player.

FIG. 22A is a table showing, in the case of a spinner lure, how the fishwill behave in response to particular lure actions, and how the activityvalue and bite flag value will increase or decrease. The table in FIG.22A is for a spinner lure; similar tables are provided for crank,pencil, and other lures. The data shown in the table is stored in ROM75, for example, and as the game proceeds is called and processed by theCPU 72.

Turing now to a more detailed description referring to FIG. 22A, wherethe lure cast by the player reaches the surface of the lake, thebehavior of a nervous fish having an activity value of 0 to 30 will beto ignore the lure or swim away from the lure in a probability ratio of5:5. The activity value of the fish decreases by two “Δ” and the biteflag decreases by one “Δ”.

In the case of an excited fish having an activity value of 71 to 100,the response of the fish when the lure hits the water will be to swimtowards the lure; the activity value and the bite flag of the fish bothincrease by one “◯”. The “⋆” appearing in the bite flag value columnindicates that when the player produces a prescribed lure action toattract an excited fish having an activity value of 71 to 100, the fishwill bite the hook. Fish behavior in response to various lure actionssuch as pose, fast retrieve, and the like are predetermined.

FIG. 22B is an explanatory diagram of bite flag value. The bite flagvalue held in the CPU 72 is increased or decreased depending on the lureaction produced by the player; when the value exceeds 10, bite setup iscomplete. In this state, the application of a trigger action to the lureby the player will cause the fish to bite the lure.

The system now proceeds to a fight struggle with the fish that hasbitten the lure sequence (STEP S6). An example of a fight screen 150 ina working example is shown in FIG. 23A. The pulling force exerted on thefishing line 2 when the fish bites on the lure is sensed by thevibrating unit 30 and the sensors 87 and 89 of the longitudinalmechanism 50 (see FIG. 13) in the manner described earlier, and anindicator 151 indicating the pulling force on the fishing line 2 isdisplayed on the fight screen 150. Where the pulling force is toostrong, a message or hint to this effect is displayed.

FIG. 23B depicts a screen showing the fish in close-up to the cameraduring the fight. The camera viewpoint is manipulated in such a way thatthe fish stays just above the vertical center of screen. The cameraviewpoint moves upward as it approaches the fish. As shown in FIG. 23,display control during this sequence limits to a maximum of 45° theangle formed by the line of sight of the camera 201 and the plane XL ZLdefined by local coordinates (X1, Y1, Z1) having the fish 143 as theorigin. This facilitates viewing of the movements of the fish andintensifies the feeling of hooking a fish.

The system now proceeds to a reel-in sequence (STEP S7). The contents ofthe reel-in screen differ depending on the size of the fish caught,creating a more elegant atmosphere for larger fish. At the same time avoice message such as “good fish!” is issued from the speakers 77. TheCPU 72 computes the weight of the caught fish and the total weight offish caught in the particular fishing location stage, comparing thesewith condition data, and indicates on-screen whetter the norm for theparticular fishing location stage has been reached.

Next, a check is performed to ascertain if the time limit for the gamehas expired (STEP S8). If there is time remaining, the system returns toSTEP S3; if no time remains it proceeds to STEP S9.

In STEP S9, the skill level of the player, as determined frominformation such as the size of the fish, the time elapsed in catchingit, and so on are displayed along with tips and pointers. The weight ofthe largest fish caught by the player is shown; this value is alsocompared with the weight of fish caught in the past stored in RAM 73 andthe ranking displayed. This fuels the competitive urge of the player tocatch larger fish. The game ends once the prescribed time has elapsed.

The fishing game of the fishing game device of the present inventionproceeds according to the operation flowchart described above. Thecamera shot layout used to render the fishing images in computergraphics is crucial in terms of providing the player with the excitementof actual fishing.

The camera viewpoint used to portray objects in the world coordinatesystem moves according to various algorithms. The following movement isused to track the lure through the water. In STEP S3 in FIG. 15, whenthe lure hits the water the lure is projected on the screen. As the lureis moved within the world coordinates through manipulation of thefishing rod 1 and the reel 61 by the player, its direction of movementand position are computed by the CPU 72 by sensing the movements of thefishing rod 1 and the reel 61 manipulated by the player. Thus, thecamera viewpoint angle moves in response to movement of the lure. Inother words, movement of the lure is displayed in response to movementof the camera viewpoint angle.

The camera viewpoint angle moves in tandem with the lure, maintaining aprescribed distance and angle in front of the moving lure. Where a rockor other obstacle appears in the water, a course detouring around theobstacle is selected in order to prevent the lure from being hidden fromview. This is accomplished by placing in ROM 74 coordinate data forobstacles and collision data indicating prescribed ranges that includethe obstacles. In the event that the camera viewpoint coordinatescollide with collision data, a detour route is created according to aprescribed algorithm. The calculations are performed by the CPU 72.

FIGS. 24A through 24C are illustrative diagrams of camera shot layoutfor the boat running at full speed after the player has selected thefishing location stage in STEP 2 in FIG. 15. An example of a boatcruising screen 200 projected on the projection television 65 isdepicted in FIG. 24A. The boat 105 is depicted travelling over thesurface of the lake 101 leaving a wake.

FIGS. 24B and 24C are illustrative diagrams of camera shot layout forthe boat cruising screen 200. The boat 105 cruises through a worldcoordinate system in the virtual three-dimensional game space; thebackground is converted into a viewpoint coordinate system having as theorigin the viewpoint of the camera 201. The viewpoint coordinate systemis further projection converted into a two-dimensional screen coordinatesystem for display on the projection television 65 screen.

As the boat cruises along, the camera 210 continues to move over acircle having a radius r centered on the boat and within a horizontalplane located a height h above the lake 101 in the world coordinatesystem. Through proper manipulation of the height h and the radius r, itis possible to vary the angle θ of the line of sight 202 of the camera201 with respect to the lake 101, allowing the entire lake 101 and theboat 105 speeding over the surface of the lake to be portrayed in adynamic way.

FIGS. 25A through 25C are illustrative diagrams of camera shot layoutfor the boat reaching the fishing location stage that has been selectedby the player. As depicted in FIGS. 25B and 25C, as the boat 105approaches the fishing location stage at reduced speed, the camera 201circles the air above the boat 105 while descending from height h1 to h2and moving from r1 to a smaller radius r2. In the screen 210 depictingarrival of the boat 105 at the fishing location stage, the camera 201comes to a halt at a camera angle showing the boat 105 and part of thefisherman 212 in the bottom portion of the screen, as shown in FIG. 25A.This camera shot layout provides the player with a sense of anticipationthat fishing is about to begin.

FIGS. 26A and 26B are illustrative diagrams of camera shot layout fordepicting rocking of the boat. In the camera shot showing a rear shot ofthe fisherman 212 in the boat, the extent of vertical bobbing of theboat 105 on the lake 101 is about 5 cm; this is depicted in FIG. 26Athrough vertical motion of the line of sight direction 300 of the camera201 by Δz about 2 cm in the z-direction within the world coordinatesystem in association with this movement. With this camera shot, thefisherman 212 located close to the camera 201 moves up and down in thegame screen by an extent about equal to Δz, while the position in thescreen of background situated further away from the camera, such as theland 121, trees, and the like changes hardly at all. This makes itdifficult to properly depict the rocking motion of the boat 105.

Therefore, according to the method of FIG. 26B, the viewpoint positionof the camera 201 is kept stationary, and vertical motion of the boat105 carrying the fisherman 212 is depicted through vertical oscillationof the line of sight direction 300 of the camera over the angle Δθ. Withthis approach, the fisherman 212 located close to the camera 201 doesnot move to an appreciable degree, while background elements, such asthe land 121 and trees situated further away from the camera move to asignificant extent in the vertical direction in the screen, providingthe impression of rocking motion by the boat 105.

FIGS. 27A through 27C are illustrative diagrams of an algorithm forhaving the camera avoid obstacles in the water during retrieval. FIG.27A depicts movement of the lure 142 and the camera 201 in the absenceof any obstacles in the water. When the player turns the reel 61 toretrieve the fishing line 2, the lure 142 moves towards the fisherman inthe direction indicated by arrow 310 in the world coordinate system. Inconjunction with the movement of the lure 142 the camera 201 moves inthe direction indicated by arrow 311, all the while showing the lure 142from a prescribed distance in front of the lure 142.

FIG. 27B depicts the track 315 followed by the camera 201 in the eventthat obstacles such as a wall 312, tree trunk 313, and driftwood 314 arepresent in the water. As the camera 201 moves it maintains a prescribeddistance in front of the lure 142 manipulated by the player; thuscollisions will occur with the obstacles at the locations indicated bythe Xs 316, 317, and 318.

In the event of a projected collision with an obstacle, the camera 201performs some systematic movement such as circling around the side ofthe obstacle. However, as shown in FIG. 27C, this will cause the lure todisappear behind the obstacle 312 in the game screen 319.

Accordingly, in the present embodiment of the invention there isemployed an evasion technique which takes into account the shape of theobstacle when the camera is projected to collide with an obstacle. Ananalogous evasion technique is employed where the line of sight from thecamera to the lure collides with an obstacle. This allows the lure tokept within the field of view of the camera at all time, enhancing therealism of lure manipulation. This will be described referring to FIGS.28A through 28C.

FIG. 28A depicts an evasion technique for avoiding an obstacle havingsmall vertical extension and wide lateral extension, such as a piece ofdriftwood 314. The CPU 72, which computes the position of the camera 201within the world coordinates, predicts on the basis of comparison withcoordinates for the obstacle 314 that a collision will occur at locationX 320. To prevent this, the camera is moved along a path indicated by201 a, b, c, and d that goes over the obstacle 314, all the whilekeeping the lure 142 a, b, c, and d in view. In order to enhance theimpression that the lure is moving, motion of the camera is controlledin such a way that it appears to lag slightly behind the motion of thelure, creating the impression of chasing after the lure. An analogousevasion technique is employed where the line of sight from the camera tothe lure is predicted to be blocked by an obstacle.

FIG. 28B depicts the camera 201 e avoiding an obstacle having highvertical extension and narrow lateral extension, such as a tree 313, byfollowing the path f, g, h, i, thereby circling laterally around theobstacle 313 to avoid collision with it. FIG. 28C depicts the camera 201j confronted with an obstacle that is not easily avoided by goingvertically or sideways, which it avoids by following path k back aroundin the reverse direction.

FIGS. 29A through 29C are illustrative diagrams of the camera shots usedwhen the line of sight from the camera to the lure is predicted tocollide with an obstacle. In the example depicted in FIG. 29A, theobstacle 313 is a tree or the like. If the line of sight from the camera201 m to the lure 142 m is predicted to collide with the obstacle 313 atpoint X 326, the camera 201 swings around laterally in the mannerdenoted by n so that the lure 142 o is viewed from the back by thecamera 201 o, and then returns to the original camera track afterpassing point 201 p.

FIG. 29B depicts a scenario in which it is predicted that the line ofsight from the camera 201 r to the lure 142 r will collide at point X327 with an obstacle 324 having considerable lengthwise extension, suchas a piece of driftwood. In this scenario, the camera circles over theobstacle 324 as indicated by s and t, and then returns to the originalcamera track, as indicated by u.

FIG. 29C depicts a scenario in which it is predicted that the line ofsight from the camera 201 v to the lure 142 v will collide at point X328 with an obstacle 325 having considerable lengthwise extension, suchas a wall. In this scenario, the camera circles around to the oppositeside of the lure 142 w, as indicated by w, and after avoiding theobstacle 325 returns to the original camera track, as indicated by x.

FIGS. 30A and 30B are illustrative diagrams portraying the shadow castby an object located in the water, such as a lure, on the water surface.The lure is manipulated in proximity to the surface of the water throughlure action produced by the player. In some cases, the game screen forthis is created by the camera looking up at the surface of the waterfrom underwater. FIG. 30A depicts a game screen showing the shadow 142′or the lure 142 in the water 331 being cast on the water surface 330. Bydepicting the shadow of the lure being cast on the water surface, theplayer can be given an idea of the depth of lure, providing a sense ofrealism to lure action by the player.

FIG. 30B depicts the method for determining the position C of the lureshadow. From the position coordinates A for the lure 142 and the watersurface 333 in the world coordinates, position coordinates D for theshadow 142′ of the lure on the surface of the water are computed.Specifically, a vertical line is drawn from A to the water surface 333,and the point on the prolonged line thereof where AB=BD is designated asD. The point at which the line connecting D with the positioncoordinates E for the camera 201 intersects the water surface 333 isdesignated C, and this serves at the location at which the shadow isprojected onto the surface of the water.

FIGS. 31A through 31C are illustrative diagrams of camera shot layoutwhen the fish is located this side of lure, as viewed from thefisherman, during retrieval. FIG. 31A depicts positional relationshipsamong the camera 201 a, 201 b and the fish 220 in a local coordinatesystem having the lure 142 as the origin, the x-axis as the direction ofthe fisherman, and the vertical direction as the z-axis.

Camera 201 a denotes the camera position when the fish is not within anarea having a prescribed radius R centered on the lure 142. At thistime, only the lure is shown, located substantially in the center on thescreen of the projection television 65, as depicted in FIG. 31B.

In the event that the fish 220 enters the aforementioned area ofprescribed radius R within an area of about ±45° in the XZ plane, thecamera 201 a swings around to position 201 b located behind the fish. Atthis time, the lure 142 is shown located substantially in the center onthe screen of the projection television 65, and the fish 220 is shows inthe left area of the screen, as depicted in FIG. 31C.

In FIGS. 31A through 31C the fish 220 is shown approaching the lure 142from the left, as seen by the fisherman. If the fish 220 should approachthe lure 142 from the right, the scene would be flipped around to therear left of the fish 220 so that the fish 220 would be shown in theright area of the screen.

In this way the approach of the fish 220 to the lure 142 can be renderedin a realistic manner.

FIGS. 32A through 32C are illustrative diagrams of camera shot layoutwhen the fish is located to the far side of the lure during retrieval.FIG. 32A depicts camera shot layout when the fish 220 enters an areahaving a prescribed radius R and having the lure 142 as the origin,arriving through an area of about +45° to about +315° in the XZ plane.

When the fish 220 is not within an area having a prescribed radius Rcentered on the lure 142, only the lure 142 as viewed from camera 201 cis rendered, producing the screen depicted in FIG. 32B. When the fish220 enters through an area of about +45° to about +315°, camera 201 cmoves to position 201 d from which both the lure 142 and the fish 220are visible, producing the screen depicted in FIG. 32C.

FIGS. 33A through 33C are illustrative diagrams of a method forrepresenting fish movement through control of camera angle. FIG. 33Adepicts a screen in which the fish 220 is shown staying in place. Thefish 220 can swim freely about in the world coordinate system thatconstitutes the virtual three-dimensional game space. In the cameraviewpoint coordinate system for portraying the fish 220, the line ofsight of the camera is directed towards the fish 220. When this cameraviewpoint coordinate system is subjected to projection conversion into atwo-dimensional screen coordinate system for display on the projectiontelevision 65, the fish 220 is shown located essentially in the centerof the screen regardless of how it moves about.

Accordingly, in this example, if the fish 220 should swim further to theright, as viewed by the fisherman, it will be shown correspondinglycloser to the right edge of the screen, as depicted in FIG. 33B. If thefish 220 which has been swimming towards the right should suddenly dartin the opposite direction, it will be shown going slightly toward theleft from a position in the right half of the screen, as depicted inFIG. 33C. Movements of the fish 220 can thus be simulated morerealistically.

FIGS. 34A and 34B are illustrative diagrams of a method for representingrapid fish movement through camera shot layout. As described earlier, inthe camera viewpoint coordinate system the line of sight is orientedtowards the fish. Thus, in the event the fish should move suddenly, theline of sight of the camera simultaneously reorients towards the fish,and this makes it impossible to portray sudden motion by fish since thefish is always displayed in the center of the screen.

In order to portray sudden motion by fish, control is performed in sucha way that the speed of motion of the line of sight of the camerapointed toward the fish is limited, producing a delay in reorientationof the line of sight of the camera towards a fish which has suddenlymoved. FIG. 34A depicts the screens displayed when the fish dartssuddenly to the right. In display screen {circle around (1)}, a fishwhich has been staying in place suddenly darts to the right, producingscreen {circle around (2)}. {circle around (2)} shows a portion of thetail fin of the fish, but it would be possible to have the fishmomentarily disappear as well. Once a prescribed period of time haselapsed, the fish is again shown in the center of the screen, asdepicted in screen {circle around (3)}.

The screens displayed when the fish suddenly swims far away are depictedin FIG. 34B. Motion of the camera to catch up with the fish is delayed,so the fish is momentarily shown very small, as depicted in screen{circle around (2)}. This makes it possible to enhance to impression ofrapid movement by a fish.

FIGS. 35A through 35C are illustrative diagrams of camera shot layoutfor the moment that the fish bites the lure. As depicted in FIG. 35A,prior to the fish biting, the lure 142 and the fish 220 e are shown fromposition 201 e, producing the screen depicted in FIG. 35B.

When the fish 220 e circles around and bites the lure 142, the camerazooms in while swinging around to position 201 f located on the oppositeside of the lure 142 from the fish 220 f, and then zooms out once thefish has bitten the lure. FIG. 35C depicts the screen shown just priorto zoom-in on the biting sequence. In the manner described earlier, acritical speed is established and the speed of camera motion during thistime is controlled so as not to be excessively rapid. The fish maydisappear momentarily from the screen. This enhances the force of theinstant of biting, arousing the interest of the player.

FIGS. 36A and 36B are illustrative diagrams of camera shot layout forgill washing by the fish. As depicted in FIG. 36A, the camera ordinarilyshows the fish 220 g viewed from position 201 g located underwater inthe lake. However, when the fish emerges above the surface of the waterto wash its gills, as indicated by 220 h, the camera also emerges toposition 201 h located above the surface of the water while zooming inon the fish 220 h, producing the screen shown in FIG. 36B.

When a fish has been caught by the fisherman, the camera emerges abovethe surface of the water and moves to a viewpoint form which both fishand fisherman can be accommodated within the same screen. This enhancesthe impact of fishing and enhances the sense of realism experienced bythe player.

According to the invention disclosed herein, the position of the fishingrod is sensed by a sensing unit provided to the main unit of the device,allowing the fishing rod to be made lighter. More realistic fishmovements can be simulated by the longitudinal and transverse sensingmechanisms.

Small vibrating motions are imparted to the fishing line by thevibrating unit for imparting finely graduated motion to the fishingline, thereby transmitting to the hands grasping the fishing rod asensation which closely approximates the resistance felt when the fishswims. By controlling the intensity and frequency of vibration, it ispossible to simulate differences in resistance with fish size, thesensation of pulling a lure, the lure hitting an obstacle, or the fishbiting.

Since slack is taken up by the slack uptake unit, the fishing line iskept constantly taut with respect to the fishing rod even though thefishing line is not actually attached to the reel, i.e., even though thefishing line cannot be reeled in, thereby providing a sensationsimulation manipulation of lure movement.

Thus, according to the present invention, there is now provided afishing game device, particularly a game device with a lure fishingtheme, wherein manipulation of the fishing rod to impart action to thelure is sensed and tugging by the fish can be simulated morerealistically, and that has a simple structure that is easy to maintain,allowing it to withstand play by a large unspecified number of players.

According to the fishing game device of the present invention, fish inthe game grow day by day, with fish that have not been caught growing tobecome big fish. Since weight rankings for fish caught are indicated,players can enjoy beating previously established records over extendedperiods of time.

In the game, wind direction and water temperature in the lake vary dayto day, and the place in which the fish are present changes accordingly.Thus, players do not become bored. Fish are endowed with various traitssuch as personality, activity, and lure preference, providing to theplayer excitement similar to actual fishing.

Movements of the fishing rod manipulated by the player are detected andare used to modify computer graphic screens showing in-water images,thereby providing the experience of lure fishing while allowing theplayer to see things not possible in reality, such as the lure and thefish underwater.

Examples of the invention were illustrated above with reference to thedrawings, but these examples are merely illustrative and imply nolimitation of the invention, the scope of the invention being that setforth in the Claims, with elements similar to those set forth in theaccompanying Claims falling within the scope of the invention.

What is claimed is:
 1. A fishing game device comprising: a display unit;a control unit for converting into two dimensional coordinates data forobjects having three-dimensional coordinates in a three-dimensionalvirtual space and controlling the display of images of the objects onthe display unit, said objects including a fish; a memory component forstoring data for said fish moving about within the three-dimensionalvirtual space; a simulated fishing rod manipulated by a player; and asensing element for sensing movements of the simulated fishing rodmanipulated by the player, wherein the control unit establishes cameraviewpoint on the basis of a specific relationship to the coordinates ofthe object in a three-dimensional coordinate system and controls thedisplay unit so as to display image data produced through projection ofthe object, as viewed from the camera viewpoint, onto a two-dimensionalplane, and wherein the object coordinates and camera viewpointcoordinates maintained in a specific relationship to the objectcoordinates are updated in response to movements of the simulatedfishing rod sensed by the sensing element, and wherein the control unitmodifies the fish data over time or in response to motion of thesimulated fishing rod sensed by the sensing element and stores themodified data in the memory component.
 2. The fishing game deviceaccording to claim 1, wherein the objects further include lure; thecontrol unit has a parameter for deciding whether the fish captures thelure; and the value of the parameter is increased or decreased withreference to signals from the sensing element sensing motion of thefishing rod manipulated by the player, the modified values being storedin the memory component.
 3. A data processing method for a fishing gamecomprising the steps of: converting into two-dimensional coordinatesdata for objects having three-dimensional coordinates in athree-dimensional virtual space, said objects including a fish;controlling a display of images of the objects on a display unit, and asimulated fishing rod manipulated by a player; sensing movements of thesimulated fishing rod manipulated by the player; establishing cameraviewpoint on the basis of a specific relationship to the coordinates ofthe objects in the three-dimensional coordinates; controlling thedisplay unit so as to display image data produced through projection ofthe objects, as viewed from the camera viewpoint, onto a two-dimensionalplane; updating the object coordinates and camera viewpoint coordinatesmaintained in the specific relationship to the object coordinates inresponse to movement of the simulated fishing rod sensed in the sensingstep; storing data for said fish moving about within thethree-dimensional virtual space; and modifying the fish data over timeor in response to motion of the simulated fishing rod sensed by thesensing element.
 4. The data processing method according to claim 3,wherein the objects further include a boat; and where the boat is to beshown from the camera viewpoint as cruising at high speed over a watersurface established in the three-dimensional virtual space, the cameraviewpoint is rotated by the camera view point establishing step, on acircle having a prescribed radius centered on the boat, within ahorizontal plane located a prescribed height above the boat, in the stepof controlling the display unit.
 5. The data processing method accordingto claim 3, wherein where an object is to be portrayed from the cameraviewpoint as rocking on a water surface established in thethree-dimensional virtual space, the line of sight of the cameraviewpoint is moved repeatedly over a prescribed angle as the center bythe camera view point establishing step.
 6. The data processing methodaccording to claim 3, wherein where an object in water established inthe three-dimensional virtual space is to be portrayed by the cameraviewpoint, a line of sight of the camera viewpoint is positioned betweenthe player and the object, and is moved within a prescribed range,centered on the object, in response to movements of the object by thecamera view point establishing step.
 7. The data processing methodaccording to claim 6, wherein the line of sight of the camera viewpointis moved with a prescribed time delay in association with movement ofthe object by the camera view point establishing step.
 8. The dataprocessing method according to claim 6, wherein if an object is beingdepicted from the camera viewpoint and the object becomes hidden by anobstacle, the line of sight of the camera viewpoint is shifted to alocation from which the object is visible by the camera view pointestablishing step.
 9. The data processing method according to claim 3,wherein the objects are a fish and lure, and where the lure and fish areto be depicted from the camera viewpoint in water established in thethree-dimensional virtual space, when the fish enters a prescribed rangewithin an area having a prescribed radius and centered on the lure, thecamera viewpoint is shifted to behind the fish with respect to the lureby the camera view point establishing step.
 10. The data processingmethod according to claim 9, wherein when the fish enters a range otherthan the prescribed range within the aforementioned area, the cameraviewpoint is shifted to behind the lure with respect to the fish by thecamera view point establishing step.
 11. The data processing methodaccording to claim 3, wherein when the fish swimming through waterestablished in the three-dimensional virtual space approaches the cameraviewpoint, the camera viewpoint is shifted, the motion thereof beinglimited to a prescribed angle above the fish by the camera view pointestablishing step.
 12. The data processing method according to claim 3,wherein the objects further include a lure, and where the lure and fishare portrayed from the camera viewpoint in water established in thethree-dimensional virtual space, and where the fish additionallycaptures the lure, the camera viewpoint, whose line of sight is orientedtowards the lure, is shifted to the side of the lure opposite that wherethe fish is located, and is zoomed in by a prescribed magnification bythe camera view point establishing step.
 13. The data processing methodaccording to claim 3, wherein when the fish swimming through waterestablished in the three-dimensional virtual space is depicted from thecamera viewpoint, and the fish additionally emerges above the surface ofthe water, the camera viewpoint, whose line of sight is oriented towardsthe fish, is emerged above the surface of the water by the camera viewpoint establishing step.
 14. The data processing method according toclaim 3, wherein the objects further include a fisherman, and where thefish swimming through water established in the three-dimensional virtualspace is depicted from the camera viewpoint, and the fish is hooked, thecamera viewpoint, whose line of sight is oriented towards the fish, isemerged above the surface of the water, and shows on the display devicean image of both fish and fisherman by the camera view pointestablishing step.
 15. The data processing method according to claim 3,wherein the objects further include a lure, and in the event that thefish captures the lure, an indicator corresponding to a tensile force onthe fishing line sensed by the sensing portion is displayed on thedisplay device.
 16. The data processing method according to claim 3,wherein an image of the fish swimming through the water is displayed onthe display unit, the fish is shown at a position shifted a prescribeddistance away from the center of the screen of the display unit, in thedirection in which the fish advances.
 17. The data processing methodaccording to claim 3, wherein when a fish swimming through waterestablished in the three-dimensional virtual space approaches the cameraviewpoint, the position of the fish on the screen of the display deviceis shown above the center of the screen.
 18. The data processing methodaccording to claim 3, wherein when an object in the water and the watersurface as viewed from underwater are portrayed from the cameraviewpoint located underwater in water established in thethree-dimensional virtual space, a shadow of the object on the surfaceof the water is displayed on the screen of the display device.
 19. Adata processing method for a game comprising the steps of: convertinginto two-dimensional coordinates data for objects havingthree-dimensional coordinates in three-dimensional virtual space;controlling a display of images of the objects on a display unit, and asimulated controller manipulated by a player; sensing movements of thesimulated controller manipulated by the player; establishing a cameraviewpoint on the basis of a specific relationship to the coordinates ofthe objects in the three-dimensional coordinates; controlling thedisplay unit so as to display image data produced through projection ofthe objects, as viewed from the camera viewpoint, onto a two-dimensionalplane; and updating the object coordinates and camera viewpointcoordinates maintained in the specific relationship to the objectcoordinates in response to movement of the simulated controller in thesensing step, wherein where an object established in three-dimensionalvirtual space is to be portrayed by the camera viewpoint, a line ofsight of the camera viewpoint is positioned between the player and theobject, and is moved within a prescribed range, centered on the object,in response to movements of the object by the camera viewpointestablishing step.
 20. A data processing method for a game comprisingthe steps of: converting into two-dimensional coordinates data forobjects having three-dimensional coordinates in three-dimensionalvirtual space; controlling a display of images of the objects on adisplay unit, and a simulated controller manipulated by a player;sensing movements of the simulated controller manipulated by the player;establishing a camera viewpoint on the basis of a specific relationshipto the coordinates of the objects in the three-dimensional coordinates;controlling the display unit so as to display image data producedthrough projection of the objects, as viewed from the camera viewpoint,onto a two-dimensional plane; and updating the object coordinates andcamera viewpoint coordinates maintained in the specific relationship tothe object coordinates in response to movement of the simulatedcontroller in the sensing step, wherein the objects include first andsecond objects, and where the first and second objects are to bedepicted from the camera viewpoint established in the three-dimensionalvirtual space, when the first object enters a prescribed range within anarea having a prescribed radius and centered on the second object, thecamera viewpoint is shifted to behind the first object with respect tothe second object by the camera viewpoint establishing step.
 21. Thedata processing method according to claim 20, wherein when the firstobject enters a range other than the prescribed range within theaforementioned area, the camera viewpoint is shifted behind the secondobject with respect to the first object by the camera viewpointestablishing step.